/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef SF_SKYFIRE_VEHICLE_H
#define SF_SKYFIRE_VEHICLE_H

#include "Object.h"
#include "ObjectDefines.h"
#include "Unit.h"
#include "VehicleDefines.h"
#include <list>

struct VehicleEntry;
class Unit;
class VehicleJoinEvent;

typedef std::set<uint64> GuidSet;

class Vehicle : public TransportBase
{
protected:
    friend bool Unit::CreateVehicleKit(uint32 id, uint32 creatureEntry, bool);
    Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry);

    friend void Unit::RemoveVehicleKit(bool);
    ~Vehicle();

public:
    void Install();
    void Uninstall();
    void Reset(bool evading = false);
    void InstallAllAccessories(bool evading);
    void ApplyAllImmunities();
    void InstallAccessory(uint32 entry, int8 seatId, bool minion, TempSummonType type, uint32 summonTime);   //! May be called from scripts

    Unit* GetBase() const { return _me; }
    VehicleEntry const* GetVehicleInfo() const { return _vehicleInfo; }
    uint32 GetCreatureEntry() const { return _creatureEntry; }

    bool HasEmptySeat(int8 seatId) const;
    Unit* GetPassenger(int8 seatId) const;
    SeatMap::const_iterator GetNextEmptySeat(int8 seatId, bool next) const;
    uint8 GetAvailableSeatCount() const;

    bool AddPassenger(Unit* passenger, int8 seatId = -1);
    Vehicle* RemovePassenger(Unit* passenger);
    void RelocatePassengers();
    void RemoveAllPassengers();
    bool IsVehicleInUse() const;

    void SetLastShootPos(Position const& pos) { _lastShootPos.Relocate(pos); }
    Position const& GetLastShootPos() const { return _lastShootPos; }

    SeatMap Seats;                                      ///< The collection of all seats on the vehicle. Including vacant ones.

    VehicleSeatEntry const* GetSeatForPassenger(Unit const* passenger) const;

    void RemovePendingEventsForPassenger(Unit* passenger);

protected:
    friend class VehicleJoinEvent;
    uint32 UsableSeatNum;                               ///< Number of seats that match VehicleSeatEntry::UsableByPlayer, used for proper display flags

private:
    enum Status
    {
        STATUS_NONE,
        STATUS_INSTALLED,
        STATUS_UNINSTALLING,
    };

    SeatMap::iterator GetSeatIteratorForPassenger(Unit* passenger);
    void InitMovementInfoForBase();

    /// This method transforms supplied transport offsets into global coordinates
    void CalculatePassengerPosition(float& x, float& y, float& z, float* o /*= NULL*/) const
    {
        TransportBase::CalculatePassengerPosition(x, y, z, o,
            GetBase()->GetPositionX(), GetBase()->GetPositionY(),
            GetBase()->GetPositionZ(), GetBase()->GetOrientation());
    }

    /// This method transforms supplied global coordinates into local offsets
    void CalculatePassengerOffset(float& x, float& y, float& z, float* o /*= NULL*/) const
    {
        TransportBase::CalculatePassengerOffset(x, y, z, o,
            GetBase()->GetPositionX(), GetBase()->GetPositionY(),
            GetBase()->GetPositionZ(), GetBase()->GetOrientation());
    }

    void RemovePendingEvent(VehicleJoinEvent* e);
    void RemovePendingEventsForSeat(int8 seatId);

private:
    Unit* _me;                                          ///< The underlying unit with the vehicle kit. Can be player or creature.
    VehicleEntry const* _vehicleInfo;                   ///< DBC data for vehicle
    GuidSet vehiclePlayers;

    uint32 _creatureEntry;                              ///< Can be different than the entry of _me in case of players
    Status _status;                                     ///< Internal variable for sanity checks
    Position _lastShootPos;

    typedef std::list<VehicleJoinEvent*> PendingJoinEventContainer;
    PendingJoinEventContainer _pendingJoinEvents;       ///< Collection of delayed join events for prospective passengers
};

class VehicleJoinEvent : public BasicEvent
{
    friend class Vehicle;
protected:
    VehicleJoinEvent(Vehicle* v, Unit* u) : Target(v), Passenger(u), Seat(Target->Seats.end()) { }
    ~VehicleJoinEvent();
    bool Execute(uint64, uint32);
    void Abort(uint64);

    Vehicle* Target;
    Unit* Passenger;
    SeatMap::iterator Seat;
};

#endif
